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Showing posts with label E3. Show all posts
Showing posts with label E3. Show all posts

Tuesday, August 3, 2010

Crysis 2 and Dead Space 2 News

Yeah, yeah, no update for two days. Sorry, but life calls first!

Anyway, I just received word, through our friends and GameSpot, that both Crysis 2 is delayed and that Dead Space 2 is coming to every platform to ever exist ever. Meaning, in essence, that it's coming to handhelds and mobile phones and consoles and PC.

For the first part, Crysis 2, I'm not at all perturbed, and you shouldn't be either. The original Crysis came out almost three years ago, and still remains the benchmark for how good your PC is. I say that if it takes three years to catch up with graphics technology on the hardware front, I don't think anyone should worry about a few more months of hardware dev time and releases to help ease the processor destroying monster that will be Crysis 2. Like Portal 2, I'm willing to wait a little more because I know that CryTek wants only to make sure the game will be the absolute best it could be. They received a lot of flak for their handling of the original Crysis, what with its strange premise, cliffhanger ending, unidentifiable island and giant, yet inconclusive, boss fight. For a game as massively changed as Crysis 2 seems to be, not only is a three and a half years reasonable, I'd say that it asks a little much. For the first part, the folks at CryTek are building a whole city from the ground up, in cyberspace. The opportunities for dynamic action, death defying stunts, open world gameplay are endless and the sheer amount of detail that goes into creating a realistic virtual environment take equally endless amounts of time and dedication. Also, like Portal 2, CryTek seems to be expanding not only the environments but also the game mechanics, and, based on the already rather complicated mechanic of Crysis, that is a tall order.

As for Dead Space, not much to say beyond, "Wow." I didn't play the original, due in large part to lack of funds and interest, so I can't speak to the game itself. I may have to do what I've done with other game series and play the second game quickly to follow the first, to see what they improve. Then again, I don't really care for horror games, so maybe not. I applaud EA for pushing it so hard, since the response at E3 was so positive.

More tomorrow as I crawl home from my pre-GenCon gaming.
Xiant

Friday, June 18, 2010

The Heavy Update and More E3 News

Having made a great deal of noise about the Medal of Honor beta, not putting up first impressions of it seems to me to be a betrayal of words. And it is, but I do of course, have a reason (some might call it an excuse). First off, the beta didn't actually go live on Steam when everyone expected it to, though it did go up on the appointed day. That said, it was already rather late by the time I finished downloading, and as I considered booting it up to try it out, a friends of mine, TheDakon, who plays Battelfield and TF2 with me on occasion, already had it going. I asked him how it was, but soon realized he spent perhaps three minutes in the actual game. When I pressed him as to why, his response was quick and to the point. Because the beta had just gone live, everyone and their dog was in game trying it out, and the Steam servers were overloaded, as were the EA servers hosting games. Furthermore, several key functions were malfunctioning, so I decided, rightly I hope, to wait the until initial rush ended and the start up kinks began to work themselves out. I know that the consoles are also having trouble with occasional freeze-ups and other game-cracking things, so my patience, I'm sure, will be rewarded in the end.

With that out of the way, I think I'll get to talking about TF2 some more, this time on the Natasha. Because he heavy loves his guns, he names them, and Natasha is his updated weapon (he calls the regular gun Sasha). Sasha's main selling point is its bullets' ability to significantly slow down the movement speed of its targets. Every bullet causes the enemy to move at 75% their total speed for a little more than half a second. That being said, because four bullets come out of the heavy's gun per one unit of ammunition spent, this makes the falloff much more dramatic, so much so that it seems like you come to a near complete stop at all but long range.  The tradeoff, for all valve update weapons have a tradeoff of some kind, is a reduced damage output, to the tune of 25%. Again, with the amount of ammo the heavy puts down range with each pull of the trigger, he still takes out enemies very quickly, put up against a heavy with Sasha, the one who wins is either whoever shot first or whoever has a medic. All things being equal, the Sasha heavy wins.

Natasha went through several update phases, as most times, when Valve updated the gun it would lose the slowdown quality. Valve fixed this only recently. As for me, I don't use Natasha as a rule, though I don't play heavy that often (the servers I play on often having a goodly number of skilled spies). However, when I encounter one, I find my teeth grinding, since I feel, and I think others do as well, that the slowdown is too much and makes heavy a much easier class to play, almost cheaply so. Plus, with even the moderate damage reduction, in crowded areas the heavy loses out to the constant assault of rockets, bombs and bullets quicker than with Sasha. His effectiveness dropped, the medic usually goes with the soldier or the demoman or, if he wants to just clear a room, a pyro, while the heavy sits back and eats a sandvich.

Thinking about it, I'll stick to a single class update weapon, since there's cool news coming out in the industry right now that some might not know about. First is Infamous 2, the game where you have electrical super powers the likes of which send ordinary citizens fleeing in terror and cars effortlessly flung into enemies. Infamous (the original) became a favorite among sandbox game enthusiasts for the ease of getting into the game, the story and unique method of its telling and, most of all, the superpowers, something not often seen in a complete sandbox. Cole McGrath, the main character, always seemed the reluctant hero, forced to battle forces for the reason that no one else would. Assuming you played the good side of things, Cole truly did follow Joseph Campbell's Hero's journey, with a few modifications. It was a story of growth and transformation from ordinary person to true hero. By the end of the game, Cole, while still somewhat reticent about his status as super hero, has no reason not to follow the destiny he begins to see before him, and while the city of the game's setting might be safe, there is a whole world that needs saving. With his powers only in their infancy, what Cole comes up with next is anyone's guess.

All that aside, there is one piece of trivia that bugs me a little bit about InFamous 2. Cole's voice actor and character design are completely different. In the first InFamous, Cole' voice was gravely and his head shaven. In InFamous 2, his hair is full and black and his voice is more southern, more relatable. While Sucker Punch, the makers of the game, have purely practical reasons for doing this (their vision of Cole's voice and the actor didn't match up, and the actor couldn't make it to face modeling from where he lived) I find it against the spirit of the game. The voice and appearance of the first game acted as a strong indicator as to both the kind of person Cole is but also shone a light on his internal conflict. His voice, a low, rough sound, mirrored his mental state and reluctance to hear the call to action. His yellow apparel and rucksack showed his link to humanity while still subtly separating him from it. He remained somewhat above and beyond the normal person, while still maintaining his humanity. With the blue t-shirt, the southern voice, Cole is now still more human that he was before, and seems much more casual with the whole idea of having his powers. Now, I don't want Cole dressing up in tights and a cape, but retaining some degree of separation, at least for me, should have been tops on the list. Cole is no longer part of the population. He is a man apart, a man above and beyond so many. I think his appearance should reflect that. His reluctance should be fading as the world heats up in danger and chaos, but I know that to be a room with Cole, a man within whom a huge electric charge always sits, would be uncomfortable to say the least. I don't, therefore, want to feel like I could let him into my house and have a drink with him. If he is to be the savior, make him seem, first visually, the savior.

Thanks for reading,
Xiant

Thursday, June 17, 2010

The Pyro Update Weapon and E3

You'll have to excuse the late hour, and the fact that nothing went up today. I'll confess that this is as yet not a habit for me, and until it is, regularity will be something I'll have to work at. On a more petty note, since I haven't gone to bed yet, it is still Tuesday for me (at least in spirit). Because of this, and the fact that I have to get to an eye appointment early tomorrow, I'll make this brief, or as brief as it requires. The topic is the Backburner, the pyro's weapon of choice if he want's to help himself and not necessarily his team. Also, I'll give my opinions of what's been going on in the world of the Electronics Entertainment Expo, or E3 as the world of gaming knows it.

So, the Backburner. At first, the weapon seems like a handy replacement for the pyro's regular flamethrower. Crits from the back, which is generally where the pyro should be, being an ambush predator. At a current 20 hit points per crit, the damage per second (DPS) is over 450, which is enough to kill even a fully overhealed heavy (who has 450 hp). The catch, though, is that the pyro loses his/her airblast, the one thing that makes him/her more versatile than just a giant damage source. The ability to reflect rockets, flares, baseballs, sticky bombs, pipes and arrows allows the pyro to not only be offensive but also play a support role, keeping vital players safe for just that one second longer, which might be all that's needed. This also makes axetinguishing (the act of setting someone on fire, airblasting them into a wall and killing them quickly with the Axetinguisher) much more difficult, since the second step no long applies.

The Backburner, therefore, encouranges what TF2 players in the know call a "W+M1" pyro. Essentially, the pyro runs forward without regard to his safety and flames everything in sight. There is no advanced tactical thought, no idea of where to go next, simply a desire to ignite everything and let the chips fall where they may. While the pyro him/herself may certainly approve, a good deal of players do not, for the simple reason that skill is applauded in the game, as it is anywhere, and someone who shows no desire to go beyond the basics generally garners a good amount of criticism. This is, of course, putting it mildly. What one hears in game is often, almost exclusively, hate and insults.

Before I move on to E3, something I need to explain. I did not give the pyro a specific gender. This is not a mistake. The simple fact is no one, except Valve (and maybe even them still) do not know if the pyro is male or female. He/she could be a robot for all we know. There is a fan created reskin of the pyro without a top showing a bikini, but this is by no means canon. The answer to the three year old questions will be answered, the community hopes, when the Meet the Pyro promo video comes out. Somehow I don't actually think that'll happen.

On to E3 then. With the convention now three days old, I'm going to revise my plans again. I'll split my conversations from this point on between my thoughts on E3 and Medal of Honor (the beta starts tomorrow for me, I hope). The first thing I'll talk about is what Electronic Arts (EA) put up in their press conference. There was EA Sports, a good portion of the presentation, which I won't touch on, since I'm not a fan. There was the Medal of Honor demo, which I'll get to in a moment. Killzone 3 and Crysis 2 of course, which I'll talk about now.

I did not play the original Killzone or its PSP adaptation, but I picked up Killzone 2 pretty soon after its release. I played through the campaign, then jumped into multiplayer. The campaign was fairly good, with some nice set pieces and fun firefights, but it was generally a really grimy shade of brown all the time, and the ending turned into a grindfest worthy of a B-Class MMORPG. The multiplayer, however, was awesome. I'd never played a console shooter like Killzone 2 before, since, and I'll admit this now, I didn't jump on the bandwagon to play Call of Duty 4 (hate me if you must). The experience was an eye opening one, but enjoyable in the extreme. Certainly there were frustrations, for when aren't there? but in the end I appreciated the amount of thought and care the designers put into each level. Every game mode shifted seamlessly between the others, and the maps accommodated each beautifully. The matchmaking too worked really well. Experienced players generally didn't play with the newcomers, and those with hours and hours under their belt were barred from playing with anyone but their dedicated peers. When I got to this last level of play, and I'm vain enough to say that even here I could manage to come out #1 among these players, I slowly grew bored and returned to Team Fortress 2, my home among the multiplayer masses.

Killzone 3, then, I hope fixes the few things Killzone 2 did wrong, the main thing being the horribly responsive controls. Even with a high sensitivity, turning to face an enemy was slow going and unneeded deaths happened as a result. Also, I think the shotgun needs to be tweaked, since if you had any skill with it, rage among your enemies was common. On that note, the engineer class in general needs work, since it had almost no tactical use, and few people played it. I was awful, and so stuck to the support classes, occasionally moving to assault. Lastly, I sincerely hope that jetpacks somehow work their way into the multiplayer. Halo Reach is doing it. Killzone 3 should too... And no, I don't think much of the whole 3D thing. The TV's are too expensive and I don't want to wear something to watch TV. I already have two remotes for each TV. I don't need anything else.

Lastly, Crysis 2. My experience with the original Crysis was almost the complete opposite of Killzone 2. I played the campaign several times and enjoyed every one. The multiplayer sucked. The maps were too big, the weapons too clunky, the game modes to obscure and not nearly enough players to make it worthwhile. The campaign, however, I think, set a new tone for how shooters should be done. The sandbox environment of the game lets you tackle every encounter differently, no matter how many times you play through. Sure, the enemy spawns in the same place, and their reaction to you, blind fury, is the same, but how you take them out is up to you. Plus, there is a really nice social commentary tucked away in there, despite the seeming disconnect from reality with the whole "we're on the island why?" argument. With Crysis 2, I want the action ramped up to 11, where it was once only 9. I want bigger alien battles all throughout, not just at the end. I want more weapons and more customization. More types of ammo, new armor abilities (which I know we're getting) and most importantly more relevant setting. Of course, this last bit is already taken care of. Crysis 2 takes place in New York City under siege by Aliens and super powered human enemies and their tech.

We'll see.

Thanks for reading,
Xiant.